MMOGology: What will microtransactions mean for SWTOR?
Filed under: New titles, Opinion, Free-to-play, MMOGology, Star Wars: The Old Republic

Who's afraid of the big, bad microtransaction? Me. Count me with the skeptics when it comes to a microtransaction-based business model for Star Wars: The Old Republic. In case you missed the flurry of news surrounding the announcement, Shacknews reported that Star Wars: The Old Republic would use a microtransaction payment model in place of or in addition to a subscription model. After the article's release EA issued a brief response that, "no [official] statements have been made about the Star Wars business model." It's a story that's been covered and critiqued several times already on Massively, but I just can't leave this dead horse unbeaten. I've got to get a few licks in myself.
Perhaps the only way to challenge World of Warcraft's subscription numbers is to produce a game made by a respected, fan favorite developer (BioWare) combined with one of the most popular franchises in geekdom (Star Wars) and backed by one of the biggest game producers known to man (EA) . It seems like a can't miss combination: talented developer, popular intellectual property, and gobs of money to make it happen. It worked once for BioWare with their very successful Knights of the Old Republic franchise; so why not print money by making it an MMOG? Sure, BioWare has never made an MMOG, but they seem to have all the right ideas. If you're interested in what some of those ideas are feel free to check out an older article of mine. It also lists detailed reasons why I think this game might be the next big thing.
So we've got a killer IP, a fan favorite developer, and a big name publisher. What's the next crucial element to surpassing WoW in subscription numbers? How about the subscription model itself? In a study by Parks Associates, most gamers, especially casual gamers, were more open to playing a free to play MMOG with microtransactions than a subscription based MMOG. Only gamers who described themselves as "power gamers" were more accepting of a subscription based model. Based on the results of their study, "Micro transaction models have the best potential to grow the U.S. MMORPG audience."
I don't know if EA or BioWare took that study into account when making a decision about their own business model, but generally speaking, it makes sense. Aside from the initial cost of the game, that means any WoW, LoTRO, EQ or other current MMOG subscriber can check out a new game and play it without making another ongoing monetary commitment. Once the gamer is hooked to the content (the first one's always free) and invested in his character, they can choose to further invest by making micropayments for additional content. How can that plan fail? That all depends on the implementation of the microtransaction model. As we all know by now, the details of that model have yet to be disclosed.
Since we don't know the details yet, all we can do is speculate. Based on my own thoughts and the reactions of many message board posters around the Intertubes, here's a short list of my ideal Dos and Don'ts when it comes to microtransactions. Feel free to add to this in the comments section.
Don'ts
Don't restrict the available classes.
People naturally assume we'll only be paying for specialty items and gear. But practically anything in the game could be set up as a microtransaction. Maybe we can all start out as peons in the Rebel or Imperial army, but to become Jedi we've got to pay a couple bucks to unlock the class or a new character slot (like Guild Wars). This would create a horrible, resentment filled, class-based system where rich gamers get to play the cool classes and the poor gamers play the drone classes. I can't imagine BioWare doing this, but you never know. Let's hope they don't.
Don't restrict our progression.
We should never reach a point, say, ten levels into the game, where we have to basically insert a quarter to continue playing the game. Don't leave us at a cliffhanger moment with no resolution. Expansion packs, even smaller, chapter-based ones are acceptable, but charging us to level up or to finish the primary storyline of the game just seems wrong. Likewise, we shouldn't be restricted to certain areas or questlines within the game.
Don't charge us for competitive gear
One of the biggest concerns probably centers around uber loot. If we have to pay for the best gear in the game in order to compete with each other, the freebie players will quit. It's really that simple. If the expensive gear always trumps the standard gear then what's the point of investing time acquiring standard gear? It's not a game of skill or devotion at that point, but a battle of who bought the most toys.
Dos
Offer us expansion packs.
Many single player games are getting smaller and cheaper by offering gamers chapter based series. This works well for games like Sam and Max and I could see it working for an MMOG. Essentially the developer would be offering us small chunks of the game for small fees that would help pay for the additional development cost associated with the expansions. As long as the prices are reasonable and they don't make use cheap cliffhangers to sell them, chapter-based content could work. With subscription based MMOGs, we expect "free" content and constant updates and events. In a free to play game, I doubt we'll be able to count on major patches that aren't bug fixes.
Offer us swag.
There are plenty of opportunities in the Star Wars universe to offer us special collectible items or other little goodies. I can see people spending real dollars on vanity pets, starships, lightsabers, and housing. As long as those vanity items don't give players an unfair advantage over those without; no harm done.
Offer us cosmetic enhancements.
As evidenced by Blizzard's decision to charge gamers for making gender, skin tone, and other cosmetic changes, people are willing to pay to customize their characters. Making special clothing, hairstyles, tattoos, jewelry and other tweaks to our avatars can be fun and wouldn't impact core gameplay mechanics.
I think one of the biggest fears with microtransactions is that the gamers willing to spend the most money will dominate the gamers who play for free. But if that was truly the case, why would anyone bother to play? BioWare and EA are smart. I'm sure they know that if they piss off their playerbase by creating an environment of haves and have nots, they'll soon see their players mass migrate back to their former MMOGs. While I'm not a big fan of microtransactions (I don't like the potential for hidden costs), it won't be the end of the world as long as they're handled intelligently. As long as we all get the same basic game experience and the same opportunities, SWTOR could still be the next big thing. For the sake of the Star Wars license, I hope the Force is strong with BioWare.
MMOGology [mŏg-ol-uh-jee] – noun – The study of massively multiplayer online games via the slightly warped perspective of Marc Nottke.





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Reader Comments (Page 1 of 1)
MrGutts said on 10:50AM 12-22-2008
Microtransaction's is your friend. It's just a new business model for the U.S. they are trying to convert us is all.
And like most of U.S. we whine and cry about new things until someone drags us kicking and screaming.
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Arnie said on 10:52AM 12-22-2008
I think taking GW character slots into a Dont is kinda unfair, for the simple reason that you are not restricted to what character you can create. It just has a few slots less than max possible classes which is understandable for games like GW (which is not a microtransaction based game)
In fact, GW is the best model for a causal player. No transactions other than character slots (& they are generous to begin with). Only content is what you paid for and IMHO it keeps the developers on their feet because it means that the content has to be really good for the people to be interested in buying them. In fact, the story driven content leads itself more than ever to this type of model, as you are essentially paying for more adventures , it's like choosing whether to take a quest or not. Also, weapons are all equal with one light saber able to cut someone's head off equally well as the next guy's light saber. Anyway it's all speculation so that's what I am doing atm.
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JP said on 12:21PM 12-22-2008
I think you make good points, and under the model you propose, wouldn’t that be huge in the NA market? Especially in this type of economy?
If there’s one thing that’s been presented numerous times, it’s: Attempting to beat WoW or steal their players will fail.
If anything, EA and Bioware is saying “we need different”. I honestly support the system >>IF>COULD
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Mark Benson said on 3:45PM 12-22-2008
I think that's pretty fair and I agree. I especially agree that Micro-transaction based games are preferred by casual gamers, as a casual gamer I get fed up of having to start and stop subs all the time when I got in and out of games like EVE, I'd prefer to just be able to roll up when I want to and play, and pay for what I want to pay for.
I really won't mind if it's M/T based as long as the exchange rate is fair (i.e. lots of credits to the dollar ;)) and it's not an obstacle to enjoying the game.
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Ingrod said on 5:10PM 12-22-2008
Don't restrict the available classes.
People naturally assume we'll only be paying for specialty items and gear. But practically anything in the game could be set up as a microtransaction. Maybe we can all start out as peons in the Rebel or Imperial army, but to become Jedi we've got to pay a couple bucks to unlock the class or a new character slot (like Guild Wars). This would create a horrible, resentment filled, class-based system where rich gamers get to play the cool classes and the poor gamers play the drone classes. I can't imagine BioWare doing this, but you never know. Let's hope they don't.
I dont see a problem in that, they said that playing other class will be how play a different game. You can buy only the main game and the jedi game and when you ended buy the bounty hunter game, that is not unfair, they can sell complete classes, not necessarialy knee caped classes, how yu presumes. All selleable classes must be equaly cool, I doubt that they sell more expensive a class based in some subjetive coolness. Some people hate jedis and instead likes elite troopers.
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Cray said on 6:54PM 12-22-2008
Microtransactions are bad if it effects the success or failure of the gameplay. I don't want to have to pay for a weapon or armor to succeed in the game.
I think microtransactions are best for customization of our avatars. Purely cosmetic and things things that don't effect the success or failure of gameplay. Another words I'd pay if I could change my character's looks without effecting the statistical implications. Or buy a stylized weapon that had exact same stats as one that I own.
Soon as microtransactions effect the gameplay, then it comes down to who is most willing to spend money to succeed. Hardly a mark of a skilled player.
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bob said on 6:58PM 12-22-2008
So, if I read you right, you kind of want to brind Second life housing and even cosmetics into this?
I'm no expert at how much work that would need, but it sounds staggering.
I have no idea myself how they will manage to make this as profittable as with the standard payment method without adding a prize on additional characters or to unlock gear/content/skills/chapters.
I hope I'm wrong though.
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Bylthe said on 7:13PM 12-22-2008
Before its all said and done Guild Wars 2 will go microtransaction.
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Tom said on 3:21PM 12-23-2008
In my opinion, it all depends on what's "for sale".
If the game is playable and fun without "it" (whatever these purchasable items are), then I'm all for microtransactions.
As an example, if WoW offered different animal cat or bear models for the druids (but this did not affect game play at all), that would be an MT I'd be in favor of. Or special mounts or armor or whatever....
Or if LotRO offered mounts at an earlier level (than the present level of 35), for an MT fee, then that would be a good MT, in my opinion.
The advantages of the MT approach are manifold for casual players. You pay as much or as little as you like, you can have multiple accounts (for kids and/or other family members) without breaking your budget, and so on and so forth.
It's like the difference between ordering cable TV and getting 50 channels you don't want to obtain the 2 or 3 channels you did want. That's subscriptions for you. MTs are a more "a la carte" system where (if done right, mind you) you order only what you really want.
In WoW (back when I played it), I paid a hefty monthly subscription fee that helped subsidize a lot of great content (raids and instances) that as a casual player I would never use or see -- EVER. I don't like paying for what I will never use.
If SWTOR does this right, and restricts the MTs to "niceties", then they may just trump WoW and other games of that ilk in a major, major way.
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wpatrickm said on 7:45PM 12-26-2008
I believe microstranactions are fine as long as the quality is premium. I don't see any Western games using Microtransactions to compare the quality with.
Reading comments from various sites it seems many are upset. It's an observation that most players are looking at foreign games and comparing it to our standards. The computers in foreign countries can't be compared to western. Take in consideration our societies computers have much more power. And our standards for game quality on graphics are much higher. The foreign markets don't focus on graphics or the same qualites in gameplay mechanics as Western. They focus more on character and stats.
EQ/EQ2 microtransaction does not impact gameplay. Their reason was so they could add content to the games that would never have been in the game otherwise based on subscriptions alone. So the micro transactions are paying for a few extra developers to improve the game even more.
So IF SWTOR uses microtranasactions their should be a standard of quality to up hold. That is the voice I believe we should Cry that we want Quality above what ever business model is chosen.
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vesavius said on 7:20PM 12-28-2008
MT destroys games. It replaces Play to Achieve gaming with Pay to Exist using. With this insidious and exploititive revenue model in place, the very definition as to what constitutes a 'game' is thrown out of the window and all you have are interactive virtual environments. If thats what you want, fin, but I prefer games and don't want to see games die in order to (further) line corperation pockets. MT only benifits one person and it isnt the paying customer. It is proven that the corps make more money this way, thats why they like it, and that means YOU must be spending more. You just won't realise it though until your addiction rush has passed and reality crashes in again. Sub model games make plenty of proft, MT 'games' just make more, and screw the genre. It's a pathetic way for this genre to fizzle out imo.
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vesavius said on 7:23PM 12-28-2008
Of course EQ/ EQ2 MT effects gameplay, they are offering XP POTIONS and GEAR (armour). How can these not effect gameplay when they are fundemental to these games core progression systems? You pro MT people need to wake up before the corps rob you of everything in your sleep and you don't even notice. You have been brainwashed by their spin, don't believe the hype ok?
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Hexane said on 10:49AM 12-30-2008
I can't wait to spend my money :P
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Draigon said on 6:27PM 1-01-2009
Seriously will not play this game if its MT based, everyone can say if they do it right then it will be fine but honestly can you really see a bunch of highrollers in a meeting at EA
EA guy : everyone is enjoying this game and the MT, but if we started making epic super gear only available through MT then people will pay it and then we can slowely add more and we willl soon be raking in the money, we may lose members but the money we make will be great.
senior EA guy : No money isn't that important lets just keep everyone happy and not bring these ideas to the game, just that even if many will quit the extra money we get from people willing to spend money will be worth it we are a company that puts gamers before our profits....
i am not a hardcore player i am more a casual and even i can see a MP is far superior to MT for the players, companies like EA didn't make their money by not exploiting people.
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Soede said on 1:12AM 1-07-2009
I was initially wary of worlds that used microtransactions. I'm an MMO addict, not a casual gamer and this concept of paying for particulat items seemed odd at best at first glance.
However having become very involved in 2 worlds that use this system I can wholeheartledly give it two thumbs up, if used correctly!
I agree it's got to be mostly swag and cosmetic stuff that the MC is used for and not powerups, buffs and uber gear.
My personal favorite use of the MC system is from Puzzle Pirates. Basic stuff is available for purchase with only in game currency but anything above that has a 'deliver' cost as well, which is where the microcurrency comes in.
While this might sound like you have to pay to get the good gear the developers have actually engineered it so that it balances quite well with those who never invest a real cent!
This is how - and I hope larger MMOs, specifically TOR adopt a similar method- The purchased microcurrency must be used alongside the in game currency for medium to high end items BUT it can be exchanged at the in game bank with the in game currency.
In a nutshell - People who are short on game play time or want the best items Fast must pay those who have worked to earn in game currency for the privilege. They can't get anything with the MC alone!
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